wydyadoit
wydyadoit
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342713#Comment_3342713
That's the other issue. Everyone here could claim to be red ranks / top MMR. Hell, I could tell you I had the highest MMR ranking of all killers (which I'm sure isn't true). Most people aren't as good as they think. Have you seen how many posts there are of self-proclaimed "high MMR" players? This adds nothing to the argument because you never know, if it's true.
fair enough. I can show you my current ranking, but I don’t think i have my ranks from previous years. Let me check.
edit
i do not. Only my current rank from a screenshot i took yesterday or maybe the day before complaining about adept disconnects.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342643#Comment_3342643
Good to see you actually meant ranks and grades. Many people do mix that up. However, I can't say that red ranks where all that impressive either. I saw so many people in rank 1 or 2 that were just bad. It became a bit of a meme how many potatoes you'd still see in red ranks. Ranks did influence the matchmaking but you still saw a huge variety in skill.
I always find it a bit strange when people need to back up their arguments by saying: Ohh, I'm high MMR / red rank or whatever. Just make your point and give a plausible explanation.
Videogame communities are meritocracies at their core. Regardless of points - if one has no experience it usually ends in a debate about ranks. I do believe that one can have knowledge without rank, but it’s hard to believe someone that can’t provide some form of merit. It’s not like we write academic papers with credible source material on the topics. So it helps to preface with rank 🤷🏻♂️ if one has it.
edit
also - i feel like it helps provide reinforcement for my generalized statements. I spend some time researching, but struggle to memorize exact numbers since they’re always changing. For some things i generalize as a way to avoid incorrect numbers as that is often an easy target to pick apart any advice it seems - as I’ve experienced it enough times to know. But regardless i know “the feeling” as it were.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342671#Comment_3342671
Believe me, I have tried. But I sometimes get matches where all survivors will play like this. I can't even say they're bad because how would I know? I didn't see them do anything good or bad. I just lost with no skill expressions at play.
The worst case scenario is 4 deadhard, 4 adrenaline, 1 with deliverance, 1 with circle of healing, 1 with both stakeout and rebecca’s skillcheck perk, and then the miscellaneous aura perks and strat perks like bond, prove thyself, self care, etc.
if they bring the 20 second generator toolkits it’s hard to win - so i get what you mean.
edit
in this scenario you have to 3 gen if possible. Or play the “gen run only” strat where you single out the gens and avoid chases all together
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@Xernoton said:
Maybe the higher tier killers? I'm not sure.
But B tier and below is very much screwed without this. On some killers my MMR is much lower than it should be. To the point where I dominate in chase but lose because I can't finish the game in 4 minutes. I know that slowdown perks would help me there but the reason I play killer is for the chases. Running around to kick gens is not really what I consider fun.
I've also noticed something else. Some survivors will just run and predrop every pallet they find. By the time you catch up to them the game is already lost. The game simply outpaces you. You are physically unable to end chases so quick that you can compete.
from one killer main to another - dont get goaded into a chase with the “runner” class survivor. I do it for fun when I’m trying to complete challenges, but the actual purpose of these survivor builds is to never touch a generator and to just take you on a pallet sightseeing tour.
since you know they don’t have gen perks just go find the “mechanic” or “”technician” or “support” player and kill them. They should be easier to catch. - look for the toolkit or pay attention to who you always see at the generators that pop.
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@ProfessorDunwich said:
Legit question. I don't think it is. Even if you are finishing your chases quickly, if there is no gen regression from your chases (Pain Res, Jolt) or passive lockdown (Deadlock, Corrupt), gens will fly. As a result, Killers will have to play sweaty or see tbagging at the gates.
I expect Survivors to complain. BHVR makes camping/tunneling harder. Killers run more gen regression. BHVR nerfs gen regression instead of looking at the root of why it is needed to stand a chance.
it’s not optimal. Just the same as it’s not optimal to play survivor without health state perks. The main goal of survivors is generators and you can only kick so many -
but you can do it and win. You just have to make sure you kill the survivor quickly. Meaning aura, broken, and exposed perks are mandatory to counter healing teams. Lethal pursuer, discordance, forced penance, hex haunted grounds, hubris, iron maiden, make your choice, etc.
there’s a reason why killers tend to have some combination of 3 out of the 6 types: chase, hunt, destruction, objective, sacrifice, or counter.
often the objective perks are anti generator. Some are for gate, some are for totems and chests, but most are for generators.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342617#Comment_3342617
Congrats on being red rank. I'm suprised you make a post about a game that you didn't play in 1 1/2 years. If you don't know what I mean, there is no such thing as ranks anymore. It's grades now and they have no impact on your matches whatsoever. They're not an indicator of skill but play time per month.
Also funny how you make a list that consists of more than 50% M1 killers for this argument. M1 killers are designed to hit with a normal attack. Everything else they have serves as a helping hand so that they can get the hit a bit easier.
Playing M1 Billy is not only incredibly weak but also boring. You are a killer with mobility that is very reliant on maps and.... nothing else. Wow, great. If you are in the very fortunate position where you can always decide how you want to down a survivor, then that tells me a lot about the people you play against. Mainly that they are not very good.
🤷🏻♂️ i had to work and wanted to play other games. Red ranks weren’t much harder to get. Grades might be a “grind”, but the fact that emblems haven’t changed their point system (still 16 points max for 4 iridescence medals and max 2 pips i mean) makes it so that it still takes the same amount of time if you average out about the same amount of medal quality points. So I don’t see your point? So what if my red ranks are from before the grade system. My grades are red also? (When i find time to play at least.)
or do you have a better way to indicate knowledge of the game?
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@Canas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342537#Comment_3342537
M2 killers prefer to get their downs with their abilities, anything else is just an invitation to get looped for 5 gens.
Idk. I’m red rank as a killer, but I’ve never had an issue with downing with nemesis, hag, billy, wraith, clown, spirit, legion, shape, doctor, pig, nightmare, ghostface, oni, executioner, carmina, dredge, or wesker. 🤷🏻♂️
only killer that gives me grief for not using the power is nurse. But then again gen slowdown on a nurse is unnecessary.
guess all the m2 killers are the ones i haven’t bought yet.
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@Canas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342530#Comment_3342530
Jolt only triggers on m1 attacks so it's pretty much garbage on killers with m2 abilities.
because m2 killers can’t m1?
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@Veinslay said:
My buddy mains Clown at high MMR vs. organized teams and 4ks all the time without running any slowdown perks at all! The REAL killer mains won't even notice this Eruption nerf!
Eruption was a waste of time. Who’s going to run around smacking gens for a one off regression when you can smack survivors?
unless you’re running brutal strength and fired up it’s not worth.
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@GlamourousLeviathan said:
So Eruption is dead, Ruin is extinct, Dead Man's Switch is gone, Thanatophobia is destroyed and Pop Goes the Weasel has been burned to ash. To be honest, the one I miss the most is Pop Goes the Weasel and the thing is, out of these perks, it was the least complained about.
Seriously, back in the day, there weren't many survivors who would whine about Pop Goes the Weasel. I get it that the devs thought it was reasonable to nerf it because they thought it might be overwhelming because of the extra 10 seconds to generators, but it's pretty clear that those extra seconds didn't make much of a difference.
That's why I want to revert the Pop Goes the Weasel nerf. It was really my favorite perk for a long time and to see the state it is in is just depressing. Hell, you don't even need to change it back to 25% of total progression, just make it 20% of total progression instead of the current progression to make it at least usable.
Have you heard of… Jolt?
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@Desteriaa said:
I'm wondering does anyone else have a problem with pips / depiping when in survivor iridescent IV once I reach it it’s extremely hard to get out of and i’ve been sitting at there for about a week now. My question now though is there anyway to consistently pip?
Survivor - unbroken - gets an iridescent medal if you never go down. Gold typically if you escape, but was downed/hooked.
Light bringer - requires you to hit the gens hard for iridescent.
benevolent - you have to be healing, taking body block hits, and unhooking other survivors to get this iridescent. Probably an egc save as well.
chaser - going to need some decent loop skills and an endurance perk bare minimum. Probably even adrenaline for iridescent.
maximum is 16 quality points obviously - assuming you get 3 iridescent that’s 12.
you can still progress while getting all gold or an iridescent and 1 silver medal, but less than 12 quality points and you wont progress. the hardest to earn is benevolent because it relies on your team doing poorly.
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The crook - power: 9/10ths of the law. Killer can graffiti objects around the map to claim them. Claiming an object will cause an aura of the object to show its location at all time and emit a noise alert when a survivor interacts with it. Killer has 10 tags maximum. At maximum tags the oldest tag will be replaced if performing another tag. While at maximum tags the killer’s terror radius begins to emit from the tagged objects.
taser - a single use item that provides a survivor with a means to escape from a shoulder carry
Manic laughter - killer perk - sometimes you just gotta laugh. It’s more fun when you laugh. You become obsessed with one survivor. During the trial that survivor will periodically laugh uncontrollably causing a skill check to appear. Successfully completing the skill check increases the difficulty of the next. Failing the skill check causes the survivor to double over in laughter creating a noise notification and resetting the difficulty of the skill checks. Not affected by other skill check perks.
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perk - bloodshot - killer perk: survivors emit a red stain that indicates where they're looking.
crowbar: consumable. pry open a chest to instantly see what's inside. no add-ons.
the spider: power - webbing - press the power button to begin placing webbing. webbing can be placed along walls to block entrances. survivors caught in webbing will emit a killer instinct effect and become entangled. being entangled causes the survivor to be pulled towards the point where the survivor made contact until the survivor is able to break the entanglement. press the active button to skitter in the direction the killer is currently moving.
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@DredgeyEdgey said:
Killer: the pyromancer
Item hammer
Killer Perk relentless pursuit
. You can give me one also I like doing these for fun
pyromancer - power: the fury - spray liquid fire in front of you that covers the terrain in impassible walls of fire that only you can move through. fire can be put out by activating one of several sprinkler systems. 2 sprinkler activators always appear near the exit gates.
perk - relentless pursuit - killer perk - bloodlust no longer activates. chases lasting over 15 seconds causes the survivor being chased to become exposed.
hammer: see earlier post.
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cruel agony - killer perk: survivors on hook phase 1 have to perform a series of skill checks as if they were on hook phase 2. the survivor will scream in pain when failing a skill check. performing all skill checks successfully will unhook the survivor at the end of phase 1.
old rope - a worthless item of no significance. someone put this here to mess with the survivors. it must have some use, but where?
the arbiter - power: regretful profit - press the ability button to channel. while chanelling see phantoms that show the most recent survivor activity in a ring around your current location.
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sadistic glee - survivor perk: when unhooking a survivor if the survivor you unhook is hit before being considered a safe hook rescue gain a token. each token increases action speed by a set amount.
hammer - consumable. can be used to instantly destroy a totem without cleansing.
the tormentor - power: agony's embrace. injured survivors bleed out during the trial when hit with a sharpened attack. hitting a survivor with a basic attack does not cause them to bleed unless sharpened. holding the power button will sharpen the killer's blade allowing the next attack to apply bleed. while the survivor bleeds their bleed out timer will reduce their overall dying state timer. once a bleed out meter has been emptied the survivor enters dying state and must be healed exclusively by another player. the survivors cannot die from bleeding out in the dying state, but can recover on their own by pressing the recover button - this action reduces their own bleed out meter and cannot be performed while the meter is empty. survivors with an empty bleed out can by executed in the dying state.
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@Chordyceps said:
This sounds fun!
Assuming that we're making up these things and you're coming up with how they work, here's my suggestions:
Perk: Pins and Needles
Item: Video Camera
Killer: The Rot
pins and needles - survivor perk. terror radius can be seen as a visible pulse.
video camera - a gimmicky item. forces the survivor carrying the item to view the game through various alternative perspectives based on rarity. battery automatically depletes. once battery life is depleted the screen is blackened. no add-ons. awards bloodpoints for time spent carrying during trial to whoever exits the trial with it. if dropped can be destroyed by the killer.
the rot - decay: passively the rot emits an aura that applies brittle to nearby destructive elements. survivors inside this aura are slowly drained of their health state. once a survivor has been inflicted with decay press the ability button to injure all survivors inside the terror radius that have a full stack of decay. injured survivors are not downed, but instead inflicted with broken. healthy survivors are injured. down survivors have their recovery meters regressed. hooked survivors are unaffected. survivors that need to mend have their progress reset. fully decayed pallets, breakable walls, and generators are broken.
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@cenovita said:
I have not taken screenshots, but survivors can stand at the top of the bix box that is leaning to the scaffold and cannot be hit.
https://us.v-cdn.net/6030815/uploads/B26HT036ZIIJ/msedge-2023-02-10-17-47-18.jpg
As far as I know, the point of entry is at the bottom, left side of the box.
had someone do this to me. the solution is there's a tiny sliver of the slanted cart that you can traverse as the killer to walk up it. if you're playing someone like nemesis or oni it's pretty hard to step on it correctly.
personally i think this segment should be removed.
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@Chocolate_Cosmos said:
Where are they??? I didn't see him for at least 60+ games by now. Me sad.
i like dredge. once i get my last couple of adept killer achievements i'll start running him. i enjoy iron maiden + darkness revealed. doesn't help with generator slowdown, but then again 🤷🏻♂️.
so i use discordance and thrilling tremors for that. might change out discordance for pigs surveillance though.
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@PowZapBamWoofMeow said:
This perk is getting its cooldown removed.
Sooooo… is it just me or does this have the potential for abuse:
Survivor drops pallet, killer gets stunned, while killer stunned survivor resets pallet, stuns killer again. ???
killer can't be stunned in a short duration. only blinded.
edit
which is why a killer that gets pallet stunned can still break the pallet and hit you while you're watching them go through the animations.
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@DreadRabbit said:
I started out with killer only for a few month but finally tried surv mostly cuz of the queue times at that time of day...so now I play both to pretty much the same amount and enjoy both, I am a better killer tho cuz as a surv I cant loop for shyte.
looping is about your build, hand eye coordination, and internet connection. you gotta have the ability to run while looking back without running into stuff
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@StarLost said:
From the patch notes:
First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed.
Second, Eruption will no longer apply the Incapacitated effect to Survivors who were repairing the generator when it exploded. Instead, Survivors who are actively working on the generator will scream and reveal their aura to the Killer for 10 seconds. Not only will this make the perk less frustrating for solo players, but it will also give the Killer crucial information on the other Survivors’ whereabouts so they can attempt to interrupt them.
We hope you’ll find this new version of Eruption to be much more comparable to other generator related perks!
Before you type something along the lines of 'lol QQ moar killer mains' - think about this for a second, because this is going to basically destroy the remnants of the somewhat varied meta we had for a while.
Was hoping that they'd change it to be powerful, but less annoying. Eruption was only a problem against solos - the power of the perk wasn't the issue, it was that it felt nasty to play against.
This is a massive nerf. It's still going to be pure garbage versus SWFs, and now also mediocre versus solos. It's...not quite a Thana level 'yeah, we don't want anyone using this perk again ever stay mad' sort of nerf - but it's still ridiculously heavy handed and unnecessary.
The aura reading is cute, I guess, but you'd be better off with NTH.
The regression nerf is massively unneeded. This is now just a really, really mediocre perk.
Keep in mind that PR was still at a higher pick rate - meaning that now, despite the stated goals of the 6.1.0 changes to make the meta more varied, we'll now be entering a point where the killer meta is less varied than before - with PR builds really being the only way to keep up with the crazy Stakeout + Hyperfocus + Toolboxes + PTS genrush squads.
And now, I will bet dollars to donuts, once Pain Resonance hits 50%+ usage rates, we'll be seeing that nerfed too.
Yeah, I'm a little annoyed about this - because it should have come with a nerf to the silly 'faster gen' perks I'm seeing more and more of.
We'll see how it plays out I guess but ouch.
I think what bothers me here is that it's yet another example of how differently BHVR treats killer and survivor perks that they feel need adjusting.
Dead Hard - reworked, still really good, if not better in some areas.
Thana, Ruin, Pop, Overcharge, now Eruption -
jolt has always been better.
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finally 🥳 got ghostface's adept. now time to get robbed for other killers
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@Laluzi said:
Yeah, this is really frustrating. Previously you could still adept around ragequitters - if they DCed while on hook, they actually gave a boost to your emblem score. But now they can just flat-out deny it like they can that one Myers achievement. Really wish DCs would count as kills for the sake of your match rating - there's no reason not to.
between half the killer adepts not popping when you do earn them to half the survivors ragequitting to prevent you from getting them... i should have 100%'d the adepts years ago
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340950#Comment_3340950
nothing a survivor does in a trial is a net loss unless actively trying to die or afk.
No, that is definitely not true. Everything a survivor does is either optimal, or subtracting from it. There are LOADS of things survivors can do that they don't need to do that detract from their chance to survive.
14 seconds spent booning a totem aren't guaranteed to increase your chances of survival. 14 seconds on a gen, are.
cleansing or booning a totem is an effort to survive.
Lemme spend 1.5 minutes running around the map trying to cleanse 5 dulls, see what that does to my winrate.
boons don't stack, but survivors can only boon a singular totem at a time. meaning their aoe is fixed. 4 survivors with circle of healing can't all boon the same totem, but 4 survivors with circle of healing can boon 4 totems and enhance the aoe's distance.
And the benefit from that falls off -really- hard. Sure, you can have four boons up all at the same time, but only one will be used to heal. Which means that what could've been accomplished with 14 seconds worth of work and one perk slot now takes 4 perk slots and 56 seconds.
What a deal!
the choice to use or not use boon perks is more of a financial decision than it is a power budget issue. all of the boon perks require purchases. or would you honestly argue that sabotage and bond are high tier perks?
Why on earth are you bringing finances in this? And what do sabotage and bond have to do with boons?
(Also, no joke, Bond is actually a pretty strong perk for solo players)
i earned adept mikayla literally minutes after purchasing her.
And that is obviously and exclusively due to her boons, and the performances of the killer and three other survivors had -nothing- to do with that.
boon totems themselves are a fun mechanic, but there has to be more counterplay.
That'll require gargantuan buffs to Shadow Step, Exponential and Dark Theory, because Shadow Step is underperforming and the other two are at the bottom of the trash bin.
it's a logical fallacy to say that something should be because it has always been. i think it's called appeal to tradition.
Okay, but then you have to break down the entire system and not just hand-pick the one thing that frustrates you.
And you'd still need proportionality, because as mentioned, most boons are actually really really really, REALLY bad. So why install a gargantuan mega-nerf that'll knock the only good boon from 'solid pick' to 'No Mither-tier', while the rest is already on the bottom?
its fair to say that some boons are better than others. and sure maybe basekit shattered hope isn't the right answer, but then again maybe it is. maybe hex totems and boon totems need a rework so that they can coexist in a more harmonious way - i'm all for that. however, it is definitely not and never has been a great experience using hex totems as a killer due to the chance of instantly losing the perk. Hag adept is one of the most stressful to earn achievements simply because of the conditions that require her to succeed. three hex perks and you can't execute survivors.
what i can and will admit is that it's not as simple as adjusting numbers. nothing with as much player to player interaction as this game has is ever soley about numbers. this game has too many situational domino components. i'm hoping we can both at least agree on that.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340856#Comment_3340856
no. i'm clearly accounting for effects. boon totems are stronger. just the simple fact that a killer has to run a specific perk to disable a boon permanently makes boon totems stronger since it's a blind guess.
No, it doesn't make them stronger, and here's why:
devour hope does nothing except waste a perk slot if it gets cleansed in the first 10 seconds of a round.
Under worst case scenario, Devour Hope is going to occupy one survivor for 14 seconds and then becomes a blank perk slot. Which means it gave some slowdown as a benefit to the killer.
Under worst case scenario, any boon in the game will occupy a survivor for 14 seconds and then provides no benefit. Which means it gave some slowdown as a benefit to the killer.
The absolute worst performance you can get out of a boon is NOT zero. It's negative. The fact that these perks don't go out permanently does not make them stronger. It -can- allow them to recuperate some value later, but it can also allow them to double up on the time they've already wasted for the survivors.
it takes 30 seconds to land a single melee strike minimum in any situation other than having an afk. it takes 2 strikes to down. and you still have to hook a player, walk a distance and wait for another player to unhook the survivor for a SINGLE token. survivor hook state 1 is 60 seconds.
30 seconds minimum, except against AFKs. Or against obliviousness. Or if you have no TR. Or if you use powers. And then you're assuming survivors wait exactly 59 seconds before the unhook. Also not taking into account variable chase times because not every chase from first hit to second is going to take another 90 seconds.
it's roughly 10 seconds to set a boon totem.
That's VERY roughly, because you're off by 40%, buddy. Have you not used a boon perk before?
and if all 4 players are running circle of healing as they typically do then that's 10 seconds for full map coverage at any point in the game.
A: If all 4 are running CoH then joke's on them because they don't stack, so three folks brought useless perks and are wasting time.
B: How are four people all going to be at a totem at the same time without any of them getting caught and interrupted by the killer? Also, at -any- point? What killer struggles so badly with finding survivors that, after getting a couple of hooks and a few gens are gone, they still can't get into a chase?
so you're completely wrong about that part. hex totems initiate the match, but boons override hexes.
That's a misrepresentation too. Yes, a survivor can boon a hex totem, but to do so costs them almost half a minute, all of which is lost if they are interrupted at any point during the process, at which point they lose both the time spent on the totem and the opportunity to clear the hex. It's very high risk to try and boon a hex.
if a killer brings 5 hex perks - then that killer cannot bring shattered hope to destroy boons.
There's a hex in the game that can hex four separate totems, so you'd really only need two slots to cover all totems in hexes.
and is giving up any other perk options for totem control.
One of the hexes IS totem control.
in this situation there's zero guarantee that a survivor even brings a boon totem perk to begin with. which means a killer has to blind guess a strategy completely on the fact that it's such a threatening perk. that's a clear indication of something not being balanced.
This is the standard for DBD balancing. Before 6.1., 3/4 of the survivor meta was comprised of perks that do nothing unless the killer plays a specific way. This game has always worked like this.
Don't get me wrong, I'm all for giving Shattered hope a little bit of extra oomph in its kit for when it's being used against the boonless, but having a perk that's useless unless the opposing side plays a certain way is nothing new.
on top of that if one were to bring the entity blocker perk for hexes
Is there one? I think it's only Pentimento that does that.
7% haste is .28 i'm pretty sure - which you get from the egc perk hope.
Hope is not a boon.
that's enough to outrun a bloodlust nurse.
NOT THE BLOODLUST NURSE! ANYTHING BUT THAT!
2% on top of that is enough to outrun hag.
IIRC, Hastes don't stack.
Also, again, Hope is not a boon.
Also also, 7%+2% = 9%. Hag is 110%.
finding the totem is easy, but with 4 survivors running boons it's an exercise in futility without the perk to destroy boons.
No it isn't. People need to remember that the worst a boon can perform is NOT 0. It is a negative value. Survivors are not doing gens if they're busy booning. If they prop up a CoH and you snuff it before they can heal at it, that perk has slowed the survivors down.
even with my best educated guessing about some specific interactions it should be obviois that boon totems are stronger.
Except it's not educated guessing, it's just wild assumptions. You didn't even know how long it takes to bless a totem. That is the opposite of an educated guess, since the actual bless time is on the wiki and not that hard to find, so you did not educate yourself at all!
but you're welcome to your false opinion.
Strangely, this 'False opinion' is shared by the majority of the community it seems, since Pentimento, Undying, Ruin, Devour Hope, Plaything and NOED are all more popular than the second most popular boon.
If only circle of healing is so widely used, is it really a boon thing, or is it perhaps a circle of healing thing?
nothing a survivor does in a trial is a net loss unless actively trying to die or afk. most of your rebuttals were semantics based.
cleansing or booning a totem is an effort to survive.
boons don't stack, but survivors can only boon a singular totem at a time. meaning their aoe is fixed. 4 survivors with circle of healing can't all boon the same totem, but 4 survivors with circle of healing can boon 4 totems and enhance the aoe's distance.
the choice to use or not use boon perks is more of a financial decision than it is a power budget issue. all of the boon perks require purchases. or would you honestly argue that sabotage and bond are high tier perks?
i earned adept mikayla literally minutes after purchasing her.
boon totems themselves are a fun mechanic, but there has to be more counterplay.
it's a logical fallacy to say that something should be because it has always been. i think it's called appeal to tradition.
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decisive strike shouldn't require anything other than pressing interact while carried.
deadhard should disable after a successful use.
letting survivors bleed out should be considered a successful kill and count towards devout.
killers should be able to destroy lockers.
killers should be able to destroy totems without a perk.
killer shacks need more complexity - instead of a pallet, window, and door there should only be a breakable door and window.
chris, carlos, and claire should have been their own survivors. hunk should have been a survivor.
flashlights shouldn't back to back stun.
hatch shouldn't automatically open.
the battlepass is lame. i would rather get free skins from completing tome challenges.
swf should be removed.
beartraps should spawn automatically placed on pallets and gates.
totems should be protected by the entity until first generator activates.
pigs reverse bear traps shouldn't require a generator to activate and should require being taken off before leaving the trial.
the game should have a "create your own realm" mode for killers.
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@Jeromy137 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340235#Comment_3340235
Coh is honestly the only strong one that people complain about
Shadow step is good but not strong just makes scratch marks and aura reading disappear but blood still visible and heavy breathing can still be heard
Unbreakable boon (forgot name) only works once (killer will pick up to prevent another) and only if the killer is slugging
Speed boost boon is good but 7% haste is all it does and for very limited range
But I do agreed I think hex totems need better hiding spots and to be a little bit stronger
blood only matters if you're injured. combining circle of healing and shadow step is how you create safe zones and this essentially negates the blood or heavy breathing. you're more likely to catch a survivor repairing a gen or grunting from a fall/totem blessing than to track the blood to their healing corner. not to mention the loud aura noise that is emitted from a boon totem blocking sound. don't even get me started if they bring bite the bullet.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340089#Comment_3340089
That would completely invalidate all boons, and half are already considered garbage tier, one is considered underwhelming, with only one being above bad.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340235#Comment_3340235
You're not accounting for their effects. Ruin puts out extra pressure on survivors by undoing their progress. Devour Hope allows you to instadown and skip hookstates.
There's a 30% repair speed slowdown, there's persistent obliviousness, there's persistent exposed, there's pallet and window-blocking...
Survivors have four boons, one of which is extremely unlikely to ever grant value because it's hard-countered by killer pressing spacebar. One is a 2% haste in a limited area, which is negligible. One is scratch mark removal, which can be valuable, but also immediately loses most of its value if the survivor is injured. And one is Botany + Self-care.
None of these boons even come close to something like Devour Hope, Pentimento, Plaything or NOED.
And then there's the fact that hexes are set-up automatically, straight from the start, while boons require a pretty hefty time investment to set up, which the boons then have to earn back in order to get value out. And if they get snuffed before they earn themselves back, the killer gains some time.
Hexes are also global, while Boons are range restricted. This localisation can also adversely impact boons. Dark Theory set up in a dead zone where all the pallets are gone is going to be of no use whatsoever. No Hex has this kind of problem.
Also, the two share resources, but killer takes priority. If the killer brings a bunch of hex perks, that's going to hinder boons, not the other way around.
no. i'm clearly accounting for effects. boon totems are stronger. just the simple fact that a killer has to run a specific perk to disable a boon permanently makes boon totems stronger since it's a blind guess.
devour hope does nothing except waste a perk slot if it gets cleansed in the first 10 seconds of a round. and likewise does nothing after getting cleansed at any point in the round. it takes 30 seconds to land a single melee strike minimum in any situation other than having an afk. it takes 2 strikes to down. and you still have to hook a player, walk a distance and wait for another player to unhook the survivor for a SINGLE token. survivor hook state 1 is 60 seconds. that's 3 minutes on average to get any benefit from devour. it's roughly 10 seconds to set a boon totem. and if all 4 players are running circle of healing as they typically do then that's 10 seconds for full map coverage at any point in the game.
killers can't destroy dull totems. and without a perk killers can't destroy boon totems. the agency is given to survivors when it comes to totems. so you're completely wrong about that part. hex totems initiate the match, but boons override hexes. if a killer brings 5 hex perks - then that killer cannot bring shattered hope to destroy boons. and is giving up any other perk options for totem control. in this situation there's zero guarantee that a survivor even brings a boon totem perk to begin with. which means a killer has to blind guess a strategy completely on the fact that it's such a threatening perk. that's a clear indication of something not being balanced.
on top of that if one were to bring the entity blocker perk for hexes im pretty sure then that the killer has to sacrifice haunted grounds as a double hex. meaning the killer only gets 2 hex perks guaranteed. i haven't tested this yet, but if this is the case then that's the best case scenario and it essentially makes 2 totems useless.
with 5 dull totems spawning every match - covering the entire arena in boons that grant flat stat buffs is entirely possible. 7% haste is .28 i'm pretty sure - which you get from the egc perk hope. that's enough to outrun a bloodlust nurse. 2% on top of that is enough to outrun hag.
finding the totem is easy, but with 4 survivors running boons it's an exercise in futility without the perk to destroy boons.
even with my best educated guessing about some specific interactions it should be obviois that boon totems are stronger. how you could even attempt to argue otherwise is silly. it's not even an opinion at that point. it's just plain falsification. but you're welcome to your false opinion. 🤷🏻♂️
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my favorite thing to do during the offering ceremony for chinese new years is to down everyone, go around taking all the red envelopes, then proceeding to draw out the game in a painful and maniacal manner.
edit
or smacking the player trying to collect a relic.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340462#Comment_3340462
I believe it can still affect the Decisive Strike skill check as well, unless they changed it. So that’s a possible skill check in madness 3.
gotcha. i still think DS should have the skill check removed.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340237#Comment_3340237
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340239#Comment_3340239
Scratched Mirror Myers and a Lery's offering is just cruel.
idk. i ran speed stalker meyers and just walked around at lvl 1 till the gates were powered. then i hit 3 and killed 4 people with mori's
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@Naoz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340289#Comment_3340289
Hi Wydy, i didn't understand what your question and bug is. Maybe you are a little confused by the description and power of the Doctor so I will try to explain to see if this was your doubt.
When you use the shock of the Doctor on survivors they will be unable to do actions for a few seconds and then will be able to do it again. But once you shock them they enter on madness, be it madness 1, 2 or 3. As you can see in the ability description each category do one different effect.
When it says "Moderately affects Skill Check placement and direction" on Madness 2, it just means skill checks will change directions and can get a little crazy, it doesn't say it removes or prevents skill checks.
On madness 3 as you can see all the effects in your image, the survivor can't do any action unless they snap out of madness, but once they snap out of madness 3 they get back to madness 1 or 2. So the "crazy" skill checks remains. Also, you can affect multiple survivors with your shock, so you can have one survivor on Madness 3 (chasing them) and other on Madness 2.
I hope i have helped you.
since "snapping out of it" is a named action with its own animation and it's the only action a survivor can perform why is there an entire section dedicated to explaining skill checks?
"Madness 3 - All effects of madness 1 and 2. A survivor must now perform snap out of it in order to perform any other action. Afterwards madness will revert to level 1."
unless there are other tremendously hard skill checks. 🤷🏻♂️
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@Mat_Sella said:
The Tremendously affected skill check placement and Direction applies to Snapping Out of It.
i just ran doctor. the only skill check is during snapping out of it. which at that point there's no need to say "tremendously increases skill check difficulty" or anything like that. just state that survivors need to perform a series of difficult skills checks - since tier 3 requires you to snap out of it and it's the only skill check a survivor even performs.
if this isn't a bug, a typo, or just an oversight then it's just a bunch of busy text that overcomplicates doctor's tier 3 madness.
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so... chaining blinds is pretty dumb. no matter how you look at it - chaining stuns doesn't work so why should blinds?
gotta side with the plaintiff on this one. i believe i used that word correctly. idk.
anyway - 10 second immunity is too long. 2 seconds is a lot. that would give enough time for the killer to see something and be able to redirect vision. the main issue is the super bright instant blind flashlight that can back to back blind without needing 2 people. the screen never stops being orange.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340282#Comment_3340282
there is probably an easier to kill the perk such as Head on treatment. Put a 3 second delay which makes your character flash in white(like dredge nightfall) before activating dead hard. During this time, you get shock therapy doctor debuff that prevents you from vaulting or putting down pallets. Baiting DH in the open and DH at pallets becomes cakewalk to counter now.
i dont think it should be counter capable. i think it's fine if it's used to survive a single hit. the problem is that you're able to constantly reset it since it's an exhaustion perk. i think if we move away from having it be an exhaustion perk and redesign it to be similar to decisive strike/deliverance/unbreakable to where it's a 1 time get out of jail free card for a specific scenario, then i think it will serve the game better.
edit
also - i think decisive strike should just be *press vault while being carried*. the minigame isn't necessary. maybe require searching a chest or at least 1 generator remaining or something for a conditional, but the minigame is too much.
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maybe i'm reading it wrong, but why is there a skill check effect on an ability that prevents skill checks by default and vanishes upon removal?
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@AssortedSorting said:
I used to be a proponent for Dead Hard, its on-demand nature gives players a greater sense of agency, and the distance gained is about that of something like Lithe or Sprint Burst.
While all of that is true, there is one fundamental feature of Dead Hard that the other two Perks lack: It activates at the tail end of a chase commitment by a Killer.
For Example:
Head on needs a 3s build-up to activate and can be baited by the Killer.
Lithe is used as part of the standard loop, and even if it was on demand needs to be used before the Killer gets a hit in on the Tile and needs to use a Vault.
Sprint Burst is used immediately, or 99%'ed to be used in a Loop, but still takes a moment of hesitation and has to be used a decent amount of time or distance away from the Killer so as to not be hit by a Lunge. (And could even be reworked to need a kind of Insidious style staying still to activate as an on-demand feature).
Balanced Landing does add distance, but requires specific map setups, and still allows you to be hit if the Killer is too close.
All of those Exhaustion Perks suffer, and are mostly ineffective, when the Killer is right behind you.
Dead Hard is used when the Killer is right on your butt.
This may seem fine at a surface level, but think for a moment that the game is designed around giving you several options to prevent the Killer from getting that close in the first place. Pallets/Vaults/Mindgames/etc.
Dead Hard is the only Exhaustion Perk that allows you to forgo any of those options and can still work when the Killer is literally swinging at you, and lets you go to more of those defensive options.
I don't know how rework Dead Hard, but it certainly shouldn't be able to be used as a tool to prevent a Swing from occurring, as the point in time that a swing occurs is usually the moment when the Killer has invested the most amount of time in chase, rather than being a preventative measure taken by the Survivor like the rest of the Exhaustion Perks.
combining dead hard and deliverance is basically a guaranteed escape if you're hooked after gates are open. dead hard, adrenaline and deliverance is basically free money.
dead hard should apply broken. not endurance. if you use dead hard you're broken. and the perk disables for the remainder of the match. give it decisive strike balancing.
you'd think after all the legion nonsense behavior would learn that mending is a pointless mechanic.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340237#Comment_3340237
I love Dredge for that! That teleport can keep people guessing on your whereabouts, and especially in Nightfall you can get some great scares in!
just sucks i can't hear their voice chat scared noises. i get why it's not included, but that was one of the amusing things about f13
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340158#Comment_3340158
...
How is that punishing anyone?
Loop me all you want - the most fun part of this game is chasing. It's when survivors spent 3/4 of the match sitting in a locker that it bothers me.
for me as the killer - it's scaring survivors. like when you can tell you ACTUALLY just made them jump.
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@Jeromy137 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340089#Comment_3340089
Killers hexes go up without a killer having to touch a totem (excluding pentimento) while survivors have to find a totem and waste 1/4 to 2/4 of a generators time to boon a totem giving the killer more time.
Killers can snuff a totem in 1-2 seconds and put up pentimento in the same amount of time killers also have a perk to break a snuffed totem which still only takes 1-2 seconds of time for them to do so
Survivors boon totems are also loud enough to hear so you can find them easier
Killer hex totems barely make any noise making it more challenging to find
You can also remove the boon by tunneling out the survivor early like most killers who get annoyed by said perks do
yeah, but you gotta admit that boons are more powerful than hex totems. for starters - killers can't really waste time on cleansing like survivors can. and hex totems can be completely destroyed without the need for a perk. like - if i spawn as a survivor next to a hex totem then that killer perk is wiped from the game completely with zero counterplay. but a survivor can constantly boon until dead. and there are 4 survivors meaning a possibility that 4/5 totems are going to be booned - until a survivor dies. meaning even if i chase and kill 1 survivor it will still take the whole match to rid the arena of boons. but if 4 survivors spawn near 4 different hexes then all my hexes except maybe the closest one will be gone in 30 seconds.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339970#Comment_3339970
If you're really sharp with flashlights, Residual Manifest is crippling to a lot of killers.
it's also one of the only ways to apply blindness to killers which is fascinating.
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338702#Comment_3338702
I completely agree, you need to make sure that the yellow key (new) gives 1 charge, green 2 charges, purple 3 charges, red 4 charges. And a person would have the choice to open a hatch or chest instantly / skill check for instant opening / accelerated opening in 100% /you can choose from this I like all 3 ideas.
As for the auras, you need to transfer them to the map, then at least some sense will appear in it.
Improvements per key will be approximately /you can see the chest within a radius of 6 meters, the item being pulled out will receive 1/2 improvement, the quality of the improvements, the quality of the item, the item itself. Well, maybe an aura on the hatch, but I doubt that it should be on the key.
at least we all agree that something should be done. keys are pretty terrible right now.
for reference - maps have 2 version. green and red. green comes with 1 tracked generator, is for generators, totems, and chests, and you can combine addons to see other things like hatch, gates, killer belongings etc.. red has all add-ons automatically applied and tracks 3 items randomly. basically red maps just allow you to use other addons that enhance range or provide the ability to mark and such.
keys add-ons show survivors, the killer, and who's the obsession. but pretty pointless to know who the obsession is now since it's clearly indicated on the left side of the screen.
perks - plunderer's instinct shows up chests and allows the player to get a higher rarity item. pharmacy grants a medkit on first pull - it's quinten's perk. bill's perk left behind grants vision on hatch when near it after it spawns. plunderers instinct reveals nearby totems and such and works with a map. there's a flashlight perk for chests similar to pharmacy, etc.
and there are offering blueprints that show the basement.
so much overlap, but keys are completely useless in the face of bond and end game collapse
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@VirtuaTyKing said:
Someone on my team lit a boon and it had 4 or more effects. This a cheater?
no. if a player used boon perks they can have up to 4 boons on the same totem. all boons are applied to the same totem.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339516#Comment_3339516
A couple of Killer perks would get totally killed in the process (Lightborn in particular), which would be a problem.
Anyway, they're not going to remove SWF; we have to move forward and not keep looking back to the game's release premise.
i wouldn't go so far as to say killed. flashlights - even instablind flashlights - are pretty useless with how most players use them. because the game is like 90% sound to begin with. if you blind me while i break a pallet or while i'm doing an animation - unless i actually get stunned i can still hear you and orient myself in your direction. sometimes even hitting survivors in the process.
lightborn is a pretty weak perk to bring when you could bring enduring or brutal strength. i'm not even sure if it protects the wraith, nurse, and other similar killers. it definitely doesn't benefit the hag. so 🤷🏻♂️ idk.
like... i'm not going to bring sloppy butcher just because i see 4 medkits in a lobby. i'm going to bring sloppy butcher because i think it is better than the alternatives
because like... even if i did it's not like i can determine rarity on most items or predict chests in the match.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339580#Comment_3339580
That's kind of my point. I don't give up on hook even when face camped because I see the other survivors as my team.
Some people in this thread, and BHVR themselves, say that each survivor should only care about themselves. The whole 1v1v1v1v1 argument, which, if true, every survivor should give up on hook if facecamped.
That's why recognizing survivors as a team and giving a team 'win' message would help a lot. In plenty of multiplayer games sometimes I end up in the "boring" role, but I do it because I want the team to win.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339599#Comment_3339599
Who said anything about rage quitting? The game has a built in get out of the game mechanic.
i dont give up on hook. i try to survive. if i see i'm not going to be saved by my team i'll pogo that hook to see if i can come off. 4% is better than 0%. and sometimes i run slippery meat and salt statues on an up the ante build. call me a gambler, but there's a reason why my 3 highest characters are leon, bill, and ace. then i spend the remaining 40 seconds tapping skill checks for free blood points.
if you pogo - when you're clearly about to be saved - and dont tap the skill checks then i'd consider that a rage quit.
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@[Deleted User] said:
When playing survivor I like it. I have seen my escape rate increase. This extra info does help a lot with decision making. I'm not finding it too oppressive as killer but I think I'll have to give it more time to see how I feel about this. Because if my experience is the same for a good deal of people on the survivor side BHVR might have to work on buffing killers.
yeah... i could see hex totem buffs - like having the entity block interactions with totems until the first generator is completed or something. and then increasing gen timers to 120 from 90.
edit*
i could also see them reducing the effectiveness of perks like deliverance
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339838#Comment_3339838
That would be a pretty nasty mess-up on the wording. Need to check it sometime in a custom match.
pretty sure its once per hook state per servivor. meaning a potential 60 seconds per state.
but i haven't tested it and can't know for sure.
edit
not 60 per state. sorry. 30 per state. 60 overall.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339502#Comment_3339502
People did SWF before SWF was a thing, remember. It was just endless lobby dodging.
i can't speak for everyone. but i do remember the lobby dodging issue. that would have been easy to fix. league of legends has a punishment system for lobby dodgers. 🤷🏻♂️
at this point we don't even need the lobby. just throw us into a match. why should i spend an additional 2 minutes waiting on people to ready up? that's a side effect of the old killer host system, but now we have a dedicated host and people that disconnect are (supposedly) punished for leaving. why should we sit through an additional loading screen and menu option? when you ready up it should lock your loadouts and your character. no more stream snipers and no more last second item swaps
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339491#Comment_3339491
People not accepting that premise.
Also the part where the game is increasingly treated as a 1v4 by the developers.
"people not accepting that premise" - but how can one argue with a fact? i don't play call of duty and complain about not being able to get a nuke every game? that's not how the game was designed.
i can't speak for the devs. but if i had to guess it's because they're trying to appeal to a new audience since the game has had swf for long enough that the community is now predominantly swf players. and those same players likely hate the solo experience because it's so different from swf.
had swf never been added then these issues would have never arrisen. so if we're to point fingers i think swf should be removed since it's the actual problem.